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"ASTRO BOT" is a 3D action game developed by Team ASOBI exclusively for PS5. It has been highly praised as a work that can be enjoyed by a wide range of people, from casual players to avid gamers, due to its operation feeling that makes use of the PS5's functions, playful stage gimmicks and actions, and warm design.
Behind the development was the philosophy and mechanism unique to Team ASOBI, which is to turn gameplay into a toy. In the session "The Making of 'ASTRO BOT'" by director Nicolas Doucet at GDC 2025, he introduced the game in a way that was like an Astro "space trip" traveling around the GDC 25 galaxy.
Let's report on the session, which was full of thoughts and information.
![Thumbnail image of Image Gallery No. 002 / [GDC 2025] Creating a game filled with a sense of fun. A story of traveling 10 planets until the birth of Astrobots Thumbnail image of Image Gallery No. 002 / [GDC 2025] Creating a game filled with a sense of fun. A story of traveling 10 planets until the birth of Astrobots](https://www.4gamer.net/games/803/G080391/20250321060/TN/002.jpg)
"Astro Bot" was created by Team ASOBI, one of the PlayStation Studios. The team specializes in "playable technical demos" that take advantage of the features of new hardware, such as "THE PLAYROOM" and "Astro's Playroom". The team started as a small development team within the SIE JAPAN studio in 2012, and became a first-party studio following organizational restructuring in 2021.
Currently, there are about 65 people in the Tokyo office. About 80% of the members are Japanese, but the team is diverse, consisting of 12 nationalities.
![Thumbnail image of Image Gallery No. 004 / [GDC 2025] Creating a game full of playfulness with a sense of fun. A story of traveling 10 planets until the birth of Astrobots Thumbnail image of Image Gallery No. 004 / [GDC 2025] Creating a game full of playfulness with a sense of fun. A story of traveling 10 planets until the birth of Astrobots](https://www.4gamer.net/games/803/G080391/20250321060/TN/004.jpg)
[GDC 2025] Creating a game filled with a sense of fun. A story of traveling 10 planets leading up to the birth of "Astro Bot"

"ASTRO BOT" is a 3D action game developed by Team ASOBI exclusively for PS5. It has been highly praised as a work that can be enjoyed by a wide range of people, from casual players to avid gamers, due to its operation feeling that makes use of the PS5's functions, playful stage gimmicks and actions, and warm design.
Behind the development was the philosophy and mechanism unique to Team ASOBI, which is to turn gameplay into a toy. In the session "The Making of 'ASTRO BOT'" by director Nicolas Doucet at GDC 2025, he introduced the game in a way that was like an Astro "space trip" traveling around the GDC 25 galaxy.
Let's report on the session, which was full of thoughts and information.
![Thumbnail image of Image Gallery No. 049 / [GDC 2025] Creating a game filled with a sense of fun and play. A story of traveling 10 planets until the birth of Astrobots Thumbnail image of Image Gallery No. 049 / [GDC 2025] Creating a game filled with a sense of fun and play. A story of traveling 10 planets until the birth of Astrobots](https://www.4gamer.net/games/803/G080391/20250321060/TN/049.jpg)
![Thumbnail image of Image Gallery No. 002 / [GDC 2025] Creating a game filled with a sense of fun. A story of traveling 10 planets until the birth of Astrobots Thumbnail image of Image Gallery No. 002 / [GDC 2025] Creating a game filled with a sense of fun. A story of traveling 10 planets until the birth of Astrobots](https://www.4gamer.net/games/803/G080391/20250321060/TN/002.jpg)

"Astro Bot" was created by Team ASOBI, one of the PlayStation Studios. The team specializes in "playable technical demos" that take advantage of the features of new hardware, such as "THE PLAYROOM" and "Astro's Playroom". The team started as a small development team within the SIE JAPAN studio in 2012, and became a first-party studio following organizational restructuring in 2021.
Currently, there are about 65 people in the Tokyo office. About 80% of the members are Japanese, but the team is diverse, consisting of 12 nationalities.
![Thumbnail image of Image Gallery No. 004 / [GDC 2025] Creating a game full of playfulness with a sense of fun. A story of traveling 10 planets until the birth of Astrobots Thumbnail image of Image Gallery No. 004 / [GDC 2025] Creating a game full of playfulness with a sense of fun. A story of traveling 10 planets until the birth of Astrobots](https://www.4gamer.net/games/803/G080391/20250321060/TN/004.jpg)
Planet 1: Original Pitch - Everything that went into the first step
The "Astro Bot" project was first proposed within the company in May 2021. At the time, prototype development had already begun, but the pitch (a presentation to propose a game plan within the company) was revised 23 times before it reached top management.
The presentation materials were in comic format. The world view of the game, the basic loop of rescuing the bots, the metagame structure of repairing the mothership, and everything else were depicted as storytelling comics, and were put together in a way that was fun to look at and stimulated the imagination.
The following four Key Pillars (core concepts and values) were clearly defined during the pitch:
The action has been thoroughly polished to make every second of your control feel enjoyable.
- Crafted Gameplay
A magical experience that makes full use of PS5 technology, including physics calculations and haptics.
- Techno Magic
A loving production that celebrates the history and characters of PS.
- PlayStation Fiesta
The aim is to create an experience that will naturally bring a smile to your face through art, animation, music and more.
- Overflowing Charm
At this point, ideas for gameplay that takes advantage of the DualSense wireless controller's technology and the key concept of Precision Theater Killer were also incorporated.
In addition, illustrations of "special rescue elements" that allow you to use the abilities of famous PlayStation characters by rescuing them, using Kratos from "God of War" as an example, are also shown. There is also "that" scene where past PlayStations and peripherals are gathered together, which suggests that the ideas for the various elements of "Astro Bot" were there from the early stages of development.
New ideas such as underwater and time stop were also prototyped at an early stage, and an "experiential pitch" was created by lining up several prototypes in a small test room. A document outlining the direction of the art was also prepared so that new artists and animators could easily join in even in the middle of the project.
Initially, the development team was expected to be 80 people and the development period to be three years, but in the end, the budget was kept the same and the development period was extended to three and a half years, with about 65 people. However, this turned out to be a very good decision. This was because the team had more time to face the game, which led to an improvement in quality.
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Planet 2: How to generate ideas
At Team ASOBI's development site, the starting point is always the idea of "play".
When a new project begins, it starts with brainstorming. The sessions are held in small groups of 5 to 6 people, and participants are not only game designers, but also artists, programmers, animators, audio designers, and more. The idea is to generate better, unexpected ideas from diverse perspectives.
Post-it notes are used to generate ideas, and the ability to sketch quickly is emphasized. It is said that approximately 24 to 36 ideas are generated in one session.
What you should be conscious of when doing this is "combining functions ." For example, you could combine the DualSense's gyro function with fluid simulation technology to come up with a gimmick that lets you control the device as if pouring liquid.
A method of using the office walls as an idea archive was also introduced. Although it may seem like an old-fashioned method, being able to see ideas as a "space" stimulates the team's creativity.
Since this method could not be used during the pandemic, a digital gallery was introduced instead. However, it was difficult to create the same creative flow as in a real environment because it was time-consuming to open and search files and it was difficult to come up with intuitive ideas.
At Team ASOBI, we divide ideas into "classic" and "unconventional" to maintain a balance.
Classic ideas are things that existed in past games or mechanics that are easy to understand intuitively. They can be developed with little explanation, but in order to make them stand out, the quality of implementation must be high. On the other hand, unconventional ideas are appealing because of their originality and freshness, but in some cases there is a risk of destroying the worldview or confusing the player.
We consciously create both types, and then move on to prototyping. About 10% of the ideas that have been produced up to that point make it to this stage. The act of generating a large number of ideas itself serves as the soil for producing carefully selected, good prototypes.
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Planet 3: Prototyping
Team ASOBI says that prototyping is a very important part of their development. In fact, about one-third of the entire development time was spent on this process.
At this stage, they pursue purely "whether it's fun or not". If prototyping is done properly, the subsequent development will be very smooth. For example, if the idea of a "sumo-themed enemy character" comes up, the specifications will be kept simple, focusing on visuals and focusing on gameplay.
The ideas that emerge from the brainstorming are compiled into a simple specification document and sent to the gameplay programmer. At this time, the programmer is presented with several options. Since there are a huge number of ideas, this is to allow the programmer to choose what suits them and what they are good at, without being limited in any way.
What is unique here is Team ASOBI's unique development method. The programmer is responsible for all of the models, animations, sounds, haptics, and game code by himself. This not only allows the intention of the idea to be shaped as it is, but also allows for quick trial and error without having to spend time coordinating with other disciplines.
Once a playable prototype is completed, artists use it as a basis to refine the visuals. Even at this stage, the size and movement proven in the prototype are respected, and the core gameplay is maintained as much as possible.
This process extends not only to the enemy characters, but also to gimmicks and effects, as well as haptic feedback expressions and sounds. Of course, not all of them will be used in the game, but they will never be wasted. There are times when ideas are used at a leisurely pace, and the knowledge and sensations gained during development will always be used in the next step.
For Team ASOBI, incorporating "surprise elements" into the game is very important, so they check every element related to gameplay at the prototype stage and try and error. Another reason is that if gameplay prototyping is successful, subsequent development will go much smoother.
If the gameplay is firmly established, the rest can focus on "making the game beautiful". Just making it look beautiful is a difficult task, so it is important to proceed on a solid foundation.
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Planet 4: Level Design Promises
In "Astro Bot", it was important to give each level a unique character. To achieve this, the first thing that was done was to decide on a theme for each planet. Taking inspiration from movies, folk tales, pop culture, and other sources, the team added fantasy elements to create an original worldview.
To visually check the overall balance, the concept of each level was also posted on the wall. This avoids duplication of similar themes and ensures diversity. In addition, although the level design is basically decided by the game designer, if the visual theme is not decided, it is produced by the art and the level is decided to match it.
There was also a rule for gameplay. That is, "Mechanics can only be used once ." It costs money, but it keeps the experience fresh and gives each stage a clear characteristic.
Even if the same gimmick is used in multiple levels, the expression and flow are firmly differentiated. Conversely, elements that are deemed too similar were sometimes boldly cut even when the game was nearing completion.
These were costly choices, but because so many prototypes were created in a short period of time in the previous stage, they were able to secure a sufficient number of mechanics to cover the entire game.
And the most important thing was the sense of tempo. A game design with good tempo means that platforming and enemy encounters are rhythmically arranged.
Platforming, enemy appearances, checkpoint placement, etc. are carefully adjusted, and it is designed so that players can proceed at a comfortable rhythm, such as punch, punch, jump, punch, punch, jump, punch to rescue their bot friends.
The game is designed to allow immediate retry if you make a mistake, and is packed with features to keep you immersed in the game. The tutorial is also displayed in a small way in the corner of the screen without interrupting the gameplay. It is designed to disappear automatically if the player performs the correct operation.
Of course, music is also one of the major pillars that support the sense of tempo. Composer Kenny Yamamoto understood the rhythm and atmosphere of each planet and created music that perfectly matches the gameplay. Music functions as an important element in creating the "heartbeat" of the game.
The ingenuity behind the good tempo is seen in many aspects, such as the story told through a minimum of cut scenes, Astro's constant fidgety animation that makes you think "I have to hurry!", and development tools that allow real-time editing. Good tempo is not just an element of the game design, but is the very development culture of Team ASOBI.
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Planet 5: Toy-like gaming experience
Through the development of "Astro Bot", Team ASOBI aimed to create a "game that feels like a toy". Every time the expressive Astro takes an action in the game, there is some kind of reaction. If you punch, the trees will shake, if you touch the grass, the light will come on. Even just running around is fun, and these small interactions are what make players want to try more.
In order to create a world that players will want to play in, the objects are made to react as much as possible, and the background objects are made into characters as much as possible. For example, a simple jump pad moves like a comical mushroom, and a punching bag bounces upside down, and the game is packed with humor that exceeds the player's imagination.
After completing their main tasks, the animation team focused on "breathing life into the world ." They brought a rich emotional expression to the game world.
One example of this was the "Wildlife Story" feature, in which NPC-like creatures react differently depending on the situation. An animal that had been playing a moment ago hides in fear when an enemy appears. When Astro defeats it, it pops out and starts playing happily. Just having these reactions makes the game world feel much more lively. These were sublimated into an experience where it's not just about clearing the stage, but also about having fun playing in the stage.
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